I shan't nitpick just yet (other than to say it's a bit blimmin' dark!), I shall just watch this project with utterly rapt interest.

Yeah the darkness is a problem on some monitors, will need a gamma slider eventually. I'd also like dynamic lighting if I can swing it and have it work on Android so that the player can carry a torch around and to make fancy spell-slinging effects.

The reason I remember this is because I also just heard "Notch" released the source code to his Ludum Dare entry. I presume this builds upon said code?

The initial version of this engine was me watching the saved livestream of Notch writing the Prelude of the Chambered raycaster after the fact and going "Hey, I could do that". It took me alot longer than it took him, and that was with the benefit of being able to follow along. Since then I've ditched that software raycaster in favor of OpenGL.

I did shamelessly steal his AABB collision algorithm, one of the neat tricks I learned from his Livestream.

This looks really cool - but I can't seem to play it. Clicking on that link just takes me to a blank page called 'Shhhh' and it doesn't seem to be loading anything. It's just Java, right? So I shouldn't need any special plugins or anything?

Yeah, just java. I've seen that on one of my own computers, seems to be a bug in LibGdx running the LwJgl applet on some computers where it runs clean but doesn't render anything. As a workaround I could put up a download link to the runnable Jar file.

Hmm, I played it a bit. Was there anything else to do except stabbing those thieves and throwing skulls? Also, what does those brown rat(?) things do? I couldn't hit them and it seemed as if they slow me down or something. But that might be just my impression.

HiTested a bit; my mouse don't work, don't know if you handle it yet but it's painful keyboard-only. Anyway, it seems quite nice, but maybe you could use the lights more (for example make some dynmaic lights, on monsters or so) as it seems it's the main feature you're working on.

Technically speaking, I don't really get how lights light around, the area does not seems round, but there is not shadow either... I'm confused.

Hmm, I played it a bit. Was there anything else to do except stabbing those thieves and throwing skulls? Also, what does those brown rat(?) things do? I couldn't hit them and it seemed as if they slow me down or something. But that might be just my impression.

Right now there's not much to do besides making it to the third floor, where that maze is. I think that maze level will be where things start being randomly generated, and the first two floors will be static tutorial areas.

The rats are a test of non-hostile critters, they're basically decorative. Thought it would be nice to have small bugs and things crawling around.

Technically speaking, I don't really get how lights light around, the area does not seems round, but there is not shadow either... I'm confused.

Since my levels are at a basic level 2d grids like in any roguelike, I can use common techniques like line of site to have the lights light up the world on a per tile basis. I didn't like the hard edges between tiles, so I've just blended them by increasing the lightmap resolution by 4 and using those per tile vertex.

That other version is the first software raycast iteration, back then before you could knock enemies back. Need to find a balance, right now combat feels too easy.